Twelve Slots Before the Relay Mission
The mission screen gives your three-player squad one clear task: restore a relay inside an abandoned industrial compound, then reach the extraction gate. Your character has twelve equipment slots. A rifle takes three, ammunition takes one per pack, and most tools occupy…
The mission screen gives your three-player squad one clear task: restore a relay inside an abandoned industrial compound, then reach the extraction gate. Your character has twelve equipment slots. A rifle takes three, ammunition takes one per pack, and most tools occupy one or two. The briefing mentions armored guards, an unpowered maintenance entrance, and a contaminated service tunnel. You cannot prepare for every possibility without sacrificing something essential. Before choosing individual items, turn those details into a packing problem: what must your character carry to help the squad complete this particular mission?
Start with equipment required by the objective rather than equipment that merely feels useful. In this example, restoring the relay requires a two-slot repair kit, and the squad must bring at least one. If you accept that responsibility, reserve those slots immediately. Your available capacity is now ten, not twelve. Keeping mandatory equipment separate from optional choices prevents a common preparation mistake: building an attractive combat loadout and discovering at the ready screen that nobody has room for the item needed to finish the assignment.
Next, select a primary weapon for the route you intend to take. The compound map shows narrow workshops along the maintenance approach, while the main courtyard offers long sightlines. A three-slot rifle suits the squad's planned workshop route without requiring a second weapon for distant targets you intend to avoid. Adding a bulky backup would consume space without solving a likely problem. Evaluate the weapon through the mission preview and its interface statistics: handling, effective range, reload time, and compatibility with your available ammunition all matter more than its place in your favorites list.
Set an ammunition allowance before filling the remaining slots. With the rifle and repair kit equipped, seven slots remain. Two ammunition packs would reduce that to five. Check whether the weapon already starts loaded and whether the preview lists reliable supply points; otherwise, you may accidentally count ammunition twice or depend on supplies that are not guaranteed. If previous attempts on this same mission consistently required fewer rounds than you packed, reduce the reserve cautiously. The aim is enough ammunition for the expected route plus a modest margin, not enough for every encounter on the map.
Choose access equipment by comparing routes, not by collecting tools. The unpowered maintenance door can be opened with a one-slot power cell, while entering through the contaminated tunnel requires a two-slot protective filter. Because the squad has already chosen the maintenance approach, the power cell earns a place and the filter stays behind. This decision saves one slot while supporting the agreed plan. Before confirming it, inspect the briefing for any indication that the door might be unavailable. A route-specific item is useful only when the route itself is a dependable choice.
Assign shared equipment explicitly before adding duplicates. One teammate can carry the medical supplies, while another takes the scanner needed to locate the relay controls. Your own repair kit and power cell then fill clear squad responsibilities. Use a short lobby message that names the items rather than assuming everyone recognizes an icon. For example, a saved preset labeled 1gom could mean your repair-and-access configuration, but teammates still need to hear what it contains. The label is just a reference; the actual equipment list is what prevents three players from bringing scanners and nobody bringing medical supplies.
Consider one limited backup for a responsibility whose failure would block the mission. Shared equipment saves capacity, but relying entirely on one teammate can be fragile if the game separates players or restricts inventory access. Look at the rules visible before launch. If any player can collect a dropped repair kit, a duplicate may be unnecessary. If equipment becomes inaccessible when its carrier is removed, the squad should reconsider who carries it or whether a spare is worth the cost. Do not duplicate every role automatically; identify the specific dependency that could stop completion.
Decide how much personal recovery equipment you need after accounting for squad support. With the rifle, repair kit, two ammunition packs, and power cell selected, four slots remain. A one-slot healing item provides some independence from the teammate carrying medical supplies. Check what it actually restores: an item that only removes a status effect is not interchangeable with one that restores health. For this loadout, choose the recovery item that covers the most plausible gap in the squad's preparation, rather than bringing several similar items because their descriptions all sound reassuring.
Use the next available slot for a threat the current loadout cannot already handle. The briefing identifies armored guards, so compare the rifle's listed penetration with the protection those enemies are expected to have. If the rifle is inadequate, a one-slot armor-breaking consumable addresses a real weakness. If it is already sufficient, that consumable may be redundant. This is the point to reject attractive but overlapping options. Each optional item should answer a distinct question, such as opening a blocked route, handling armor, or restoring health, rather than repeating an existing capability with slightly different presentation.
Leave capacity for mission pickups when the inventory rules require it. After adding a healing item and an armor-breaking consumable, this example leaves two slots free. The objective preview says the relay produces a two-slot data module that must be carried to extraction. Those empty slots are therefore committed space, not wasted capacity. Check whether objective objects use ordinary inventory slots, a separate quest inventory, or a special carrying state. Packing to the maximum before understanding that rule can force an avoidable discard later, potentially costing the squad something it deliberately brought.
Audit the finished configuration in the equipment interface before marking yourself ready. Confirm quantities, ammunition compatibility, item condition, and any restrictions attached to the mission difficulty. Verify that the repair kit is equipped rather than merely highlighted in storage. Put the healing item and armor-breaking consumable in distinct quick-access positions so their similar icons do not invite confusion. Finally, read the twelve-slot total against the intended list: three for the rifle, two for repairs, two for ammunition, one for access, one for healing, one for armor, and two reserved for the objective.
Make a final adjustment only when new information changes the plan. If a teammate switches to a weapon that handles armor reliably, you could replace your armor-breaking consumable with another useful tool or leave additional capacity available. If the squad changes to the contaminated tunnel, replace the power cell with the filter and resolve the extra slot before launch. Avoid adding items simply because the countdown leaves time to browse. A finished loadout should have an explainable purpose for every occupied slot, enough reserved capacity for the objective, and a squad that knows which essential equipment each player carries.
